mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-01-07 13:58:25 -05:00
This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
93 lines
3.1 KiB
C#
93 lines
3.1 KiB
C#
using Sandbox.Audio;
|
|
|
|
namespace Sandbox;
|
|
|
|
[Expose]
|
|
[Tint( EditorTint.Green )]
|
|
public abstract class BaseSoundComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// The mixer we want this sound to play through
|
|
/// </summary>
|
|
[Property]
|
|
public MixerHandle TargetMixer { get; set; }
|
|
|
|
[Property, Group( "Sound" )] public SoundEvent SoundEvent { get; set; }
|
|
[Property, Group( "Sound" )] public bool PlayOnStart { get; set; } = true;
|
|
[Property, Group( "Sound" )] public bool StopOnNew { get; set; } = false;
|
|
|
|
[Property, ToggleGroup( "SoundOverride" )] public bool SoundOverride { get; set; } = false;
|
|
[Range( 0, 1 ), Property, Group( "SoundOverride" )] public float Volume { get; set; } = 1.0f;
|
|
[Range( 0, 2 ), Property, Group( "SoundOverride" )] public float Pitch { get; set; } = 1.0f;
|
|
[Property, Group( "SoundOverride" )] public bool Force2d { get; set; } = false;
|
|
|
|
[Property, ToggleGroup( "Repeat" )] public bool Repeat { get; set; } = false;
|
|
[Property, Group( "Repeat" )] public float MinRepeatTime { get; set; } = 1.0f;
|
|
[Property, Group( "Repeat" )] public float MaxRepeatTime { get; set; } = 1.0f;
|
|
|
|
[Property, ToggleGroup( "DistanceAttenuationOverride", Label = "Override Distance Attenuation" )] public bool DistanceAttenuationOverride { get; set; } = false;
|
|
[Property, Group( "DistanceAttenuationOverride" )] public bool DistanceAttenuation { get; set; } = false;
|
|
[Property, Group( "DistanceAttenuationOverride" ), AudioDistanceFloat] public float Distance { get; set; } = 512f;
|
|
[Property, Group( "DistanceAttenuationOverride" )] public Curve Falloff { get; set; } = new Curve( new( 0, 1, MathF.PI, -MathF.PI ), new( 1, 0 ) );
|
|
|
|
[Property, ToggleGroup( "OcclusionOverride", Label = "Override Occlusion" )] public bool OcclusionOverride { get; set; } = false;
|
|
[Property, Group( "OcclusionOverride" )] public bool Occlusion { get; set; } = false;
|
|
[Range( 0, 256 ), Property, Group( "OcclusionOverride" )] public float OcclusionRadius { get; set; } = 32.0f;
|
|
|
|
[Property, ToggleGroup( "ReflectionOverride", Label = "Override Reflection" )] public bool ReflectionOverride { get; set; } = false;
|
|
[Property, Group( "ReflectionOverride" )] public bool Reflections { get; set; } = false;
|
|
|
|
protected SoundHandle SoundHandle;
|
|
|
|
internal SoundHandle SoundHandleInternal => SoundHandle;
|
|
|
|
public virtual void StartSound() { }
|
|
public virtual void StopSound() { }
|
|
|
|
protected void ApplyOverrides( SoundHandle h )
|
|
{
|
|
if ( !h.IsValid() )
|
|
return;
|
|
|
|
h.TargetMixer = TargetMixer.Get( h.TargetMixer );
|
|
|
|
if ( SoundOverride )
|
|
{
|
|
h.Volume = Volume;
|
|
h.Pitch = Pitch;
|
|
h.ListenLocal = Force2d;
|
|
}
|
|
|
|
if ( OcclusionOverride )
|
|
{
|
|
h.Occlusion = Occlusion;
|
|
h.OcclusionRadius = OcclusionRadius;
|
|
}
|
|
|
|
if ( DistanceAttenuationOverride )
|
|
{
|
|
h.DistanceAttenuation = DistanceAttenuation;
|
|
h.Distance = Distance;
|
|
h.Falloff = Falloff;
|
|
}
|
|
|
|
if ( Force2d )
|
|
{
|
|
h.Position = Vector3.Forward * 10.0f;
|
|
h.Occlusion = false;
|
|
h.AirAbsorption = false;
|
|
h.DistanceAttenuation = false;
|
|
h.Transmission = false;
|
|
}
|
|
}
|
|
|
|
[Group( "Sound" ), Button( "Test Sound", "play_arrow" ), HideIf( nameof( this.SoundEvent ), null ), WideMode]
|
|
protected void TestSound()
|
|
{
|
|
StopSound();
|
|
StartSound();
|
|
}
|
|
|
|
}
|
|
|